Showing posts with label orcs. Show all posts
Showing posts with label orcs. Show all posts

Wednesday, November 30, 2016

The Orcish Pantheon of Lingusia in the Age of Strife (slightly NSFW)

I've never exactly outlined the pantheon of the orcs of Lingusia. Time to correct that:


The Orcish Pantheon of Lingusia (in the Age of Strife)

Baragnagor

Creator god, god of beasts and orcs, Baragnagor is a degenerate mad god of chaos who stole the forms of other creation to cobble together his own people. Baragnagor is regarded as the degenerate brother of Dalroth and Slithotep, a beast neither subtle nor graceful in its desire to consume, destroy and hunt. He is the oldest identified deity in the orcish pantheon (though Set is older, orcs did not embrace the worship of the serpent god until much later). Baragnagor’s cults harbor shrines that look like brutal charnel pits where prey from sacred hunts are cast in to carefully tended beasts, usually carnivorous monsters or natural animals such as bears and crocodiles, to feast on the flesh of the kill in the god’s honor. War chiefs of the orcs often revere these beasts as both aspects of their god and dear pets.


Zafethra, the Blood Goddess

The female fertility goddess of orcish women, rarely spoken of as her secretive cults among the orcish women preserve her worship carefully and keep male orcs away. Zafethra was described as the first orcish woman, and in their folktales it was lust for this goddess that prompted Barganagor to seek to shape his own form to lure her to lay with him. In the end, it was their progeny which became the first orcs. Zafethra’s cult teaches a variety of skills such as midwifery, medicine and healing but certain members of the order belong to a subcult of assassins known as the Jagged Blades, and carry out executions against those who would affront the cult.


Baphomet

The demon god Baphomet is identified as the being which first taught orcs the art of magic. Prior to Baphomet’s intrusion into orcish belief, Baphomet was an enigmatic figure, a winged, goat-headed beast which was recognized by demonic witch covens in Hyrkania during the early years of the rise of the young empire, but otherwise a human cult. It is believed that the Thyzzakoni, the red orcs, first embraced the worship of this demon and so were given over to the mystical traditions of chaos magic granted by the demon god. Today, most of the cults of Baphomet can be found in many orcish cultures, but they remain most profound among the red orcs, so regard the demon god almost as highly as they do Set.


Orcus

Orcus is seen as the gatekeeper of the dead, and while Orcus is most definitely a demon god of undeath in conventional human worship, Orcus represents the gateway to the Abyssal legions for the orcs. Orc belief states that one must appease Orcus to gain entry into the gates of the Layers of the Abyss, and to achieve this reward is the highest honor an orc can hope for (short of becoming a true demon in the afterworld). To be rejected by Orcus is to fail, and return to the mortal plane as an undead.


Set

Set is a god worshipped in Old Galonia, Zued and other lands by humans, and a patron god of the serpent men of Hazer-Phennis, but the Thyzzakoni red orcs also worship Set, and seek to promote his religion throughout the many clans of orcs. Set is regarded with suspicion, but the power the god bestows on his clerical followers is given much weight among the orcs, who grudgingly accept that the Lord of Lies is nonetheless also a valuable deity to be protected by. Most orcs get very suspicious of red orcs who will then invite serpent men into the mix, for despite the assertion that the serpent men are the created race of Set, most orcs have a deep mistrust of the serpentine race.


The Kraken

The Kraken, one of the ancient pre-human gods of old chaos (the Skaeddrath) still trapped within the crust of the world, periodically reaches out with dreams and nightmares to gain new followers. The last major incursion of followers happened at Old Chegga, but enclaves of dedicated followers exist throughout Octzel. These orcs throw aside all other beliefs and embrace the Kraken exclusively, almost monotheistically, and seek to appease the dark god by finding portals in the Under Realms through which they can feed the dark beast with sacrifice. The followers gain strange powers,  often mutating in horrible ways as a result.


Seth

Seth is not related to Set in Lingusia but is a deity alleged in the human pantheon to have been born of Amasyr and Enki. Orcs regard Seth as one of their own, and some orcs, especially the Grey Orc tribes to the south, revere him as a protector god who liberated them from the taint of Baragnagor. These orcs continue to engage in their primal ways, but tempered by the teachings of this god who is a lord of weather and the harvests. The orcish version of Seth is seen as a benevolent giant orc, whom they claim was born of Zafethra and Baragnagor as a demigod, but was raised by the human gods Enki and Amasyr as their own child. In the old era before the rise of Imperial Hyrkania Seth learned of writing and civilization, and brought it to the orcs, making them more than the beasts their god had spawned them to be. Followers of Seth believe their kind have lost their way, and believe that the orcish language is proof of Seth’s influence.


Ochraiste


The demonic half-brother of Orcus according to some, this ancient demon lord was banished to the mortal realm long ago, and it is said in his early years of wandering that his amorous ways led to the birth of the first of the Fell Manorg, the black orcs. These demon-touched orcs are exceptionally strong and powerful, sometimes mistaken for ogres except for their charred flesh. Orchraiste is regarded as more of a folk figure in orcish belief, and his current whereabouts as a demon banished to the mortal plane remains a mystery (to most). 

Monday, December 21, 2015

Neighboring Lands in the Pellucid Kingdoms


Neighboring Lands in the Pellucid Region:
There are several locations in or near the region of Mercurios proper that bear mentioning.

Varkal
   Located in the northern-most lands of the old Pellucid empire, this city once belonged to the ancient empire, and was even founded by its greatest ancient general, Alvenadras. It is a cross mixing of Pellucids and Nubirions.
   The current city-state is independent, and very powerful in the region, seeking tribute from many local tribes and polities. It is ruled by King Trabalas Garuh, the True born King (said to be a direct descendant of Alvenadras). His wife is the half-Varkalite Skimian Trianay, step mother to his true born daughter Cyria Nystor (a blood mage), and Prince Sabalen Shiantal-Nystor (also of the former true queen, Alia). He has a second wife, concubine Alsia Nariamal, and a third, Cyriana, a true Nubiri woman. He has 13 daughters and 11 sons to these wives and his dead wife, but none are considered true born.
   The Chancellor of the State is Kurdon Osho, a Nubiri blood mage and taciturn economist. He is very shrewd in dealing with foreign interests. The city’s master at arms is Luranges, a great warrior of true Varkal descent, dedicated to the ancient martial arts of the Nubiri. The wizened advisor to the king is Krios the Bald, a Correnstalian who has been exiled from his own realm but impressed the king in his youth with skill and tenacity.
   The General of the Armies is Pur Gan, a Nubiri of the eastern tribes who was conquered in warfare years ago by the King and swore undying fealty to him. He has fought many skirmishes to keep the peace of the Varkal lands.
A popular hangout in the city is the Wry Spriggan, owned and operated by a Varkal native named Tulboso, who caters to the wealthy foreign merchants. The spriggan is named after a specific fey creature, which Tulboso allegedly bartered with for his wealth and fame, all in exchange for his first born daughter!

The Dreamwood and the Dryssyrian Mountains
   A mystical woodland, running amidst the great mountainous ranges of the Dryssyrian Mountains, the Dreamwood and mountains contain many interesting things, including:
   The Stonebiter tribes, a loose association of ogres and ettins who are ruled by the giant lord Gagranor, father of Lady Poe’s only bastard son, Grigos, who dwells in the mountains with his father. They are sworn to allegiance with Poe.
   The elvish tribes of the Xernethian elves. Ancient elfin kin, far removed from fey lands over time and memory, they dwell as simple nomadic hunters and gatherers, but skilled with what they know. They are good at defense, and war with the Stonebiters, Kraggits, and other foes of the mountains.
   Somewhere in the woods is Castle Halyk, the cursed domain of Lord Sytos Halyk, who is lady Poe’s cursed ex-husband, trapped in undeath by her magic. He dwells forever more in shadowy limbo, and only on the nights of the new moon do he and his entourage of shadow minions arise to mock life.
Near Halyk’s castle is said to be a great lake, and along its waters the ancient elvish barrow lands. Long before the elves entered into the portal of the lake to another Fey realm, they buried their mortally killed here, in the ancient haunted barrows. The last avatar of the Aquarius stone was buried here.
Somewhere north of all that is the tomb of Iron Madragor, the first of the Iron Kings of Mercurios. It is a haunted, dangerous domain, said to be braved only by the ogres and the foolhardy.

Kraggit Orcs as Characters
   Kraggit orcs (old sp. Kraggit) are the strongest overall force in the mountain lands, but are incapable of uniting to become a force of power. The Kraggits will raid and make small wars with all neighbors, however, and so are despised and hunted in most lands. Nonetheless, many Kraggits are known to raid human lands in Mercurios and the Yellow Kingdoms, as well as Kasdalan, and half orc children in this region tend to come from the product of such deeds. Kasdalanians value half orc children; they are often brought in to the elite legions of Lady Poe's armies. In Mercurios, they are usually slain or raised in orphanages managed by the priests of Laddaskar, then forced to join the king’s armies when they come of age.
Use the template for player character orcs in the DMG for Kraggit orcs.
Brutish: Kraggit orcs and half orcs suffer serious Diplomacy and bluff penalties (disadvantage) when dealing with people in the Pellucid kingdoms and the Yellow Kingdoms (unless they are intimidating someone.)
Languages: Kraggit Orcs start with the Kraggit tongue, and may also learn one more of: Masirian, Ogreish, Tradespeak, Dragosian, Correnstallian, Goblinoid, Ogreish, or Minotaur.
Half Orcs: Rare Xernethian Half Orcs (half elf, half orc) are possible; Xernethian women who are taken by orcs will give birth and then abandon the half orc child at the doorstep of a human settlement, or accept exile from her clan and raise it herself. Such orcs may replace one orcish trait with one elvish trait.

Weak Magic: Kraggit orcs lean strongly toward the Barbarian, Fighter, Ranger or Rogue classes. Precious few Kraggits ever learn magic.

Friday, September 20, 2013

30 Days of Dungeons & dragons Day 20

Day 20 - Favorite monster (humanoid/natural/fey)

Would orcs count here? I've spent a lot of time in each of my campaign setting making orcs interesting and different. In Chirak orcs were created from the spilt blood of Shaligon, thirteen armed god/goddess of darkness and chaos. Every few hundred years their deity changes gender aspects; when Shaligon is in feminine form the orc clans are matriarchal and rule with cunning and deception. When Shaligon changes to masculine form the orcs rise up in arms as a patriarchal class of warlords seize power and take action against surface dwellers. In Lingusia orcs are an agglomeration of beast traits created by their dark god Baragnagor, and are driven by chaos to serve as the eternal armies of the Champion of Chaos, finding a measure of control only when that dark champion is subdued and between reincarnations. In Enzada orcs are called the Sarnathans, and they were created by the ancient Inhridan Empire out of elvish stock to make the perfect genetically engineered fighting force.

So yeah....I love my orcs!





Thursday, April 4, 2013

The Basic/Expert D&D Project IV: Valgos, Slayer of Elves


And now, an orc villain using the orc racial class rules from yesterday!




Valgos, Slayer of Elves
Orc Level 4; Alignment: Chaotic
STR  18    +3 to hit, damage and opening doors; 10% XP bonus
DEX  12
CON  16    +2 HP/HD
INT   14     Languages: orcish, common (middle tongue), abyssal (chaotic), elvish
WIS   10
CHA   15   +1 reaction (with monsters; -1 humans)
HPs     30   AC 2 (plate mail)
Orc Traits: infravision 120', light blindness (-1 attacks in daylight), -2 reaction modifier in human lands
Weapons: battle axe +1 (1D8+4; THAC0 11), crossbow (1D6; THAC0 15) with 20 bolts
Wealth: bag of 150 gp, 10 rubies worth 50 GP each, and a helm of telepathy

Valgos is a brutal assassin for hire and mercenary dedicate to Baragnagor, the primal creator god worshipped by the orcs of Mitra's Forest. He seeks to slay one thousand elves with his bloody axe, a commitment made to his dark god in his youth in exchange for the enchanted weapon. So far he has worked hard to keep at it, with three hundred kills to date. He collects the ears of elves and strings them on long braids made from the hair of Volgra, the hill giant witch woman who lives in the foothills of the Chaos Mountains, whom he has been courting for better than a year now since she bested him in combat and let him live. He also uses his helm of telepathy, which he acquired from an elf he slew when he snuck into the lake town of Daggerlan during the infamous Hallow's Raid two years back. He has figured out how the helm works and uses it to his advantage to avoid ambushes and in tracking foes.



Wednesday, April 3, 2013

The Basic/Expert D&D Project III: The Orc Class



Who doesn't love playing an orc on occasion? In B/X D&D they're the second tier cannon fodder in low level adventures, one step up from goblins and kobolds. A chaotic race of barbaric beast men, orcs may or may not be the byproduct of genetic tampering from an alien wizard, or a long-mutated faction of brutal elves who succumbed to their dark magics. They may or may not be simple neanderthal off-shoots struggling against humanity and the rest of the world. They might even be potent invaders from another dimension, soldiers in an army of darkness that long ago were trapped in the human realm when bold heroes slew their demonic overlords and closed the abyssal gates. Orcs can be (and have been)  all of this and more.

In settings where being an orc is not inherently a sign of evil, or where orcish blood is not an immediate indication you must be attacked, then they might be permissable as player characters. In other realms where orcs are clearly the undisputed foes of civlization, humans, elves and dwarves then a DM might like a nice way to make some exceptionally skilled evil orc NPCs with a few levels under their belts. This class serves both purposes.

Orc Racial Class Requirements: Orcs have some minimums and maximums. No orc may have less than 9 constitution or strength. No orc may have greater than a 15 intelligence or wisdom. Orcs can have whatever charisma they like (but see below), and high-charisma orcs tend to manipulate and control henchmen through force of personality, fear and terror. An orc with a strength and constitution of 13 or better gains a 5% XP bonus for prime requisites. An orc with a further 16 in either stat gains a 10% bonus.

Optional Rolling Conventions: If you want to guarantee an orc, roll 2D6+1D3 for wisdom and intelligence. Roll 8+1D10 for strength and constitution.

Class Traits: Orc adventurers have a D8 hit die. They advance as fighters for purposes of level advancement, saving throws and XP requirements, but refer to the monster attack chart for attack rolls (use level in place of hit dice). Like fighters orcs can use any weapons or armor, although they most prefer the conventional swords, spears, axes and clubs. Orcs are not keen on the use of more sophisticated weaponry such as siege weapons and will avoid using such artillery unless their intelligence is 13 or better.

Orcs have infravision to 120 feet and can see exceptionally well in total darkness. They are nocturnal by nature and intensely dislike direct sunlight. An orc fighting in direct sunlight suffers a -1 modifier to attack rolls.

Orcs suffer from violent, surly and combative natures. As orcs are largely a pariah in human lands, they never gain a positive modifier to reaction rolls due to high charisma against non-monstrous creature encounters. They use the normal reaction modifier when interacting with other orcs and monstrous humanoids, however. Additionally, most orcs are at least chaotic, and a few might be neutral. A lawful orc is a true rarity in most cases.

Orcs start with two languages: common and orcish. Alignment languages, if used, allow the orc to start with chaotic as well. A surprising number of smart orcs will also learn elvish, if only to taunt their enemies.

Orcs may advance to 8th level in most circumstances, but the DM can rule that an orc with 16 or better strength and constitution can reach level 12.



Sample Orc PC:

Spraggus Gazpatch'nor, exile of the Wolfgut Clan
Orc adventurer Level 1; Alignment: Neutral
STR  16    +2 to hit, damage and opening doors; 10% XP bonus
DEX  10
CON  13    +1 HP/HD
INT   12    Languages: orcish, common (middle tongue), abyssal (chaotic)
WIS    7    -1 saves vs. Magic
CHA   9
HPs     9   AC 5 (chain)
Orc Traits: infravision 120', light blindness (-1 attacks in daylight), -2 reaction modifier in human lands
Weapons: Sword (1D8+2; THAC0 16), bandolier of 6 throwing daggers (1D6+2; THAC0 18 thrown or 16 melee)

Spraggus Gazpatch'nor (loosely translated as "eater of goblins," an old family name) was exiled after a thew war party he belonged to found out he had spared a basement of human and elvish women and children in a raid on a nearby settlement. When he found the basment of cowering fairfolk something in him snapped, and he could no longer find himself believing in the ways of his people or their dedication to the Necromancer of the Caves. He confessed his shaken confidence to the tribal witch doctor Grome, who cast him out in exile rather than sentence him to death in the arenas, possibly because the witch doctor knew Spraggus was secretly his son from illicit affair, and wished to save him instead. Spraggus now wanders human lands, swathed in thick robes and working as a nameless mercenary for hire.



Variant Orc Racial Classes:

Orc Magus: There are occasional orcs with some sorcerous talent. Such an orc must have an intelligence of 13 or better. He loses all fighter traits and gains all magic user class traits instead, retaining infravision, daylight sensitivity and reaction adjustments from the base class. His advancement is as a wizard, and he can reach level 6 as a mage. The orc magus gains the saves and attack tables of a magic user.

Orc Thug: the thieves of orcish culture are feared by most. The orc loses his fighter traits, replacing them with thief traits instead. An orcish thug has the hit dice, advancement, skills and back stabbing features of the thief in place of the fighting talents he gave up. Such orcs are able to advance to 14th level as thieves. They still advance as monsters for purposes of attack tables, but gain the thief saving throws.

Orcish Witch Doctor: The clerics of orc civilization replace the fighter traits of the base orc, replacing those traits with the cleric. The orc gains the hit dice, attack tables, spell advancement and turning of a cleric, but orcish witch doctors can use any weapon and armor in accordance with the brutal gods of the orcs. Any chaotic witch doctor may use the reverse form of turn undead, control undead, in which a successful turn means that the witch doctor instead gains control of the undead for 1D6 turns, after which they will regain self-control and on a poor reaction roll may attack the witch doctor. On a "D" attempt the control lasts one or more days, and the undead rolls save vs. spells once per day to see if the effect ends.

The Half Orc Option: 

Byproducts of the unfortunate predilection for raping and pillaging among orcish war clans in human and elven territories, it is a rare creature that is born into the world a half orc. Half orcs are treated as humans for purposes of character generation, meaning they pick from the four base classes and go from there. However, half orcs gain the following traits due to their unfortunate heritage:

Half orcs must have at least 9 in strength and constitution. Half orcs may not have more than 16 in charisma, but their human heritage has improved their overall potential intelligence and wisdom.

Half orcs have partial night vision, infravision to 60 feet. They do not suffer from daylight blindness. Half orcs do suffer from the orcish -2 reaction modifier in both polite company and among true orcs, though any community which learns to respect the half orc will not apply the penalty any further. Pure orcish communities may accept a half-breed for his orcish heritage, but still disdains him as a lesser being.

Despite their human heritage, half orcs have trouble making it beyond 12th level as magic users and clerics, and may only do so if their intelligence or wisdom is greater than 16, respectively. They have no such limits when becoming fighters and thieves.







Friday, October 14, 2011

Orcs of Lingusia Part Two: The Pathfinder Warlords Era Orcs



To provide equal time to Pathfinder, I offer up the Orcs of the Warlords Era of Lingusia! This material is from the same source as the earlier work, but modified to reflect the different game system (Pathfinder) and timeline (Warlords era 3,500 aw). I will be publishing more Warlords Era content soon, to offer a better frame of reference for this particular time of adventure, which is also the definitive default campaign for all of my Lingusia tales these days.

Orcs of Lingusia: Warlords Era (Pathfinder Statistics)
   As in most other eras, the orcs in the Warlords Era are vast in number and strength, but lack unity or direction. Vast hordes occupy the ever-expanding Halale Wilderness and Mitra's Forest, fighting regularly with the people of Octzel and Pheralin. Mercenary remains an honorable profession for most orcs who wish to interact with other races, or to make a name for themselves. Among cities of the Middle Kingdoms, only Golmadras and Saberhaven allow orcs as regular citizens who intermix with the common human population, although there are orcish barrios in Malas, Saddikar, and Hyrendan as well. The grey orcs have a strong enclave in the city of Saberhaven in the Halale Wilderness of Octzel's unclaimed wilderland, as well, and maintain a strong alliance with the humans of the region.
   Orcs come in a variety of “flavors” or “colors” in Lingusia, with the tone of their skin and nature of their character defining their tribal and racial relations. Despite 1,800 years of interbreeding and intermarriage among the orcs with their own kind and other demihumans, the predilection of the race toward homogeneity that some scholars once suspected in the Old Empire of Hyrkania has not come to pass, and if anything the many breeds and looks of the orcs have gotten even more diverse. However, the era of the Plague of Unarak led to a decimation of certain orcish populations; the deo’dell orcs of the Great Plains, for example, were believed wiped out during that time. Today, most orcs are known to belong to the traditional clans of the blue orcs (blyskanyu), grey orcs (glythanyu), red orcs (thyzakkoni), white orcs (fell manorg) or green orcs (amenanyu). “Anyu” is the orcish word for their own kind, although it’s literal translation means the pieces, a reference to their mythical belief that the mad idiot god Baragnagor assembled their kin together from the parts of other beasts. The word orc itself is ancient elvish for the betrayers, though none no longer know why this appellation is used by the fey to refer to the orcs, not even the elves.
Personality and Appearance: Orcs are universally bestial, with pronounced alligator or pig-like snouts, flaring nostrils, jagged teeth, beady black eyes, and smooth, leathery skin. The many different colorations of the orcish sub races reflect the tint or hue of skin, and while most orcs have some stubbly hair growth, only Fell Manorg have full fur coats. Most orcs average around 5 and a half feet to 6 feet in height, but Black Orcs stand at around 7 feet.
Half Orcs: Half orcs are an unfortunate byproduct of orcish raids against humans, and human and elvish women are often secured when they are short of their own females (indeed, there is usually one female orc for every four male orcs born). Because of this shortage, lesser orcs often take slaves of women from other demihuman groups and produce children from them. These children are usually regarded as orcs, albeit with more distinctly humanoid features, but if they look close enough to human or elf (by orc standards) they are usually cast out as being too pure of fair blood. These castoffs are what most people regard as half orcs.
Relations: Orcs are generally reviled in most lands, but are considered acceptable neighbors and citizens by the Southern Hyrkanian city states. The Ashtarth see orcs and goblinoids as useful fodder, while the orcs pride themselves on their mercenary talents. Octzellans see orcs as a threat in the Wilderness of Halale and find allies only in the more civilized grey orcs of Saberhaven. Fell Manorg orcs in the north are considered the mortal enemies of the Autrengardians. Amenanyu dwell in remote islands throughout the Sea of Amech, and war regularly with the humans of the region.
Religion: Orcs worship many gods and beings. All orcs revere Baragnagor as the creator god.  Baragnagor, the idiot beast god, was said to have tried to mimic the other creator gods by forming his own mortal creation, but all he could do was create formless lumps of inert clay. Instead, Baragnagor took the animals and beings of the world and mashed them together, creating the many chaoskin. Orcs claim to have the heads or aggressive crocodiles and swine, the bodies of powerful apes, and the cunning minds of wolves. This animal totemism is carried to an extreme by the Blyskanyu tribes, for which each clan takes on a specific animal as a spirit guide.
   The Gray Orcs are an exception to the rule of worship, as millennia ago there was a conversion of the glythanyu tribes to the benevolent agrarian god Seth, although this dedication has since moved on to the demiurge Nymrador, who was once the champion-avatar of Seth, and who ascended to godhood (it is said) after he took revenge upon teh Shadow Pantheon of Unarak for the murder of Seth. Likewise, the Thyzakkoni orcs are said to have forsaken other gods for Set, the deceiver, who granted them mastery of dark magic in exchange for eternal worship. All red orcs are thus marked with unusual serpentine characteristics and eyes.
Language: All orcs know their native tongue, and some know others (see below). Orcs have fairly easy access to other chaos-kin tongues, sometimes called the Vandal tongues, as well as other racial languages of the Underworld.
 Names: Orcs like names that exemplify their skill and prowess in battle, and terrify their enemies and rivals. The native form of their tongue sounds guttural, beastly, and is hard for humans to pronounce. They will often go for a translated name when among humans to ensure they know what the name means. The native and translated forms are both suggested below. Female orcs, rarely encountered outside of their highly patriarchal and misogynistic tribes, speak a different feminine dialect and prefer to name themselves after their own heritage, and things in nature. Finally, all orcs find their tribal name to be important, and attach it at the end of their title.
Tribal Names: Bloody Hands, Poison Claws, Chaos Spirits, Demon Wolves, Harrowers.
Translated Names: Killer of Halflings, Eater of the Dead, Wolf Runner, Elf Slayer, Smashingskulls, Spinning Spear, Rending Guts.
Gutteral Translation: Okai, Agrabud, Gazkath, Vyghoar, Raghach, Megroath, Gobban.
Female Names: Syba, Trythabin, Shemi, Vryllats, Meerkas, Chem.
Adventurers: There are some orcish professions which allow orcs to interact with men and not find themselves constantly in conflict. Orcish mercenary companies are an unpleasant but accepted norm in the Octzellan lands, and are greatly valued in Southern Sendral and Golmadras. Indeed, orcs are considered acceptable citizens in Golmadras, which also recruit from the chaos-kin for cheap shock troops. Orcs move freely amongst the societies of the Underworld, as well, and can always find a safe haven in their controlled territories, which include the Halale Wilderness and Mira’s Forest, the Silver Mountains, some tracks along the  Greyspire Mountains, and large expanses in the north in Enarrion. There are several islands in the Sea of Amech controlled entirely by orcs, as well.
Orcish Characters
   Half-orcs and orcs can be played in Pathfinder using the standard racial rules as given in both the Core Rules and the Bestiary; apply the following modifiers by racial subtype if desired.
Glythanyu, Gray Orcs                             
   The surface dwelling gray orcs are the most acculturated with humanity, and are the likeliest source of half orc cross breeds brought about by voluntary relations (yes, amazingly). They are remarkably agreeable being as orcs go, with a culture dominated by a sense of pride and a belief that though they were, indeed born of an idiot god’s confusion that they can aspire to be much more.
   In the Warlords Era of Lingusia Gray Orcs are found in the westerlands of the Middle Kingdoms as mercenaries and soldiers by trade, dwelling in small forest and mountain communities that center on the preservation of their kind. The gray orcs are dedicated to the demiurge Nymrador, a paladin chosen by the old god Seth who all gray orcs believed touched their species with a singularly unique pair of gifts: honor and conscience. Grey orcs are the principle race and rulers of the city fo Saberhaven, located along the eastern tip of the Dragonspine Mountains in the Halale Wilderness. They are ostensibly a client state that holds fealty to the northern king of Octzel, but in truth they are the masters of their own dominion and the only reason that any overland trade survives in the Halale Wilderness between northern Octzel and southern Pheralin.
   Gray orcs are distinguished by their more humanoid looking features, with the shortest snouts of their kind amongst the men. Female gray orcs rarely have distinct snouts at all, but pronounced tusk-like incisors instead. They have dusky gray skin and patchy hair, usually gray or white. 
Dedicated: Gray Orcs may become paladins as servants of Nymrador; in fact, only gray orcs may revere Nymrador (and receive benefits of any kind). 
Surface Dwellers: Gray orcs have lived on the surface for so long that they have lost their light sensitivity.

Blyskanyu, Blue Orcs                              
   The barbarian tribes of the blue orcs are strongest within the Halale Wilderness and Mitra’s Woods, and they have a long, sordid history as rising to the occasion for any chaotic armies that need assembly in the name of evil. Blue orcs are the most tribal and violent of all the orcish tribes, though a few noted individuals in history have outgrown their violent heritage. Blue orcs are mostly barbarians, although they have many shamanic clerics dedicated to various demon gods and Baragnagor especially. Long ago the blue orcs worshipped the dread god called the Kraken, located in deep caverns beneath Old Chegga, but in the centuries since the Long Darkness after the fall of the Hyrkanian Empire the Kraken began to move, winding its way through the caverns for an unknowable purpose, a protean somnambulist of evil, until it at last found its way to the open waters of the Inner Sea. The loss of the Kraken affected many orcs, who sought other entities of darkness to worship and gain power from, and it  is said that these shamans of the bue tribes turned to a dark power dwelling beneath the central plateau lands of southern Octzel, a being they call the Blighted One.
   Blue orcs are the most bestial in appearance of their kind, often with great guts and massive craws hanging beneath their long pig-like chins. Their women are just as notoriously disgusting, although occasional tales abound of valorous gray orcs “liberating” female blue orcs who are actuall comely (by gray orc standards) from their blue orc clansmen who deserve, according to the gray orcs, only the most porcine and protuberant female kin in their bed skins.
·         Blue orcs receive a +2 racial modifier to Knowledge-Nature skill checks related to or in their native lands of Mitra’s Forest and the greater Halale Wilderness.
Thyzakkoni, Red Orcs                             
   The Red orcs are a distant off-shoot of orcs that are dedicated to Set, the god of evil, and they are the most magically gifted of their kind. The Red orcs have the smallest overall population, being conservative in their breeding efforts, though ironically they are the only orcs who have a proper balance of males to females, as well. These orcs are spread among many tribes, and seek power in the control of their lesser kin, rather than the consolidation of their tribes in to concentrated power groups. Some believe their magical talents have a side effect of making it difficult for red orcs to produce offspring, but others more rightly suspect that the dilution of the blood with their lesser kin is the real result of so few of their kind.
   Red orcs are the least bestial of their kind, with more ape-like faces and bodies than other orcs. Red orcs are the only scaled orcs in the world, and they have noted featues such as forked tongues and serpentine eyes as well, due to their prolonged worship of Set andinteraction with serpent men, it is believed. They are exceptionally gifted with magic, and few of their kind are unable to perform at least a few simple spells.
·         Red Orcs are treated somewhat differently than normal orcs, and have normal average intelligence (do not apply any penalty at character creation).
·         They get a +2 racial modifier to the bluff and intimidation skills; though they tend to be no more charismatic than other orcs, red orcs are known for their skill at lying and manipulation.
·         Red orcs are commonly gifted with arcane or divine talent. Regardless of starting class, a red orc character must choose wizard, sorcerer, cleric or some other spell-casting class as his favored class provided his minimum stats allow for spell casting. Red orcs that are incapable of spellcasting are outcasts and usually condemned for their lack of talent, seen as an affront to Baragnagor or the demon gods.

Gul’Hlath, Black Orcs                              
   Amongst the many species of orcs are occasionally born anomalous greater orcs, the Gul’Hlath, called black orcs for their blackish tar-colored skin. These are chaos infused beasts, great in strength, and they are coveted for a military prowess that seems inherent.
   Black orcs are born of other orcish stock, and when this happens, they are almost always seen as a gift from Baragnagor. Only a few orcish chieftains will kill such babies outright, usually in fear, and only if they can get away with it. Usually, the child is immediately taken from the parents and put in to a warrior’s fraternity, such as the Bloody Hands or the Screaming Skulls, and they become powerful warriors in short order, destined to rule the tribe as a warlord in the future.
   Black orcs have been very rare since the era of the Cataclysm, and amongst those few eccentric scholars who study orcish culture, it is suspected that their perverse kind may have been a product of infusion with an unborn orcish child and a demonic soul for unknown purposes.
   The following benefits apply to Pathfinder only:
·         Black orcs have normal Intelligence and Charisma (no penalties) unlike normal orcs.
·         +2 natural armor bonus
·         +2 racial modifier to intimdation and diplomacy

Fell Manorgs, White Orcs                     
   The northern orcs are a plague amongst the Autrengardian northern kingdoms, and are much like the Blyskanyu except for their more primitive tribal societies. Fell Manorgs are best described as being somewhat yeti-like, hairy white-furred beast men with beady black eyes and white-gray leathery skin underneath. They molt in the Summer and travelers in the north look for signs of their shed fur as a warning. Fell manorg are in all respects like normal orcs otherwise.
·         Fell Manorg receive a +2 racial bonus to stealth checks in a snowy environment.
·         Fell Manorg are an isolated and xenophobic lot, and receive a -2 modifier to all diplomacy skill checks when dealing with other demi-humans.
·         Fell Manorg may never start with another language other than orcish, goblin, minotaur, giantish or draconic.
·         All Fell Manorg start off illiterate (which precludes them from starting at 1st level as a wizard), and must spend skill ranks in Linguistics to buy this off, at the cost of one rank per spoken language.
·         Fell Manorg who choose to be Rangers usually take humans as their favored enemy. Such rangers are known as a special order of warriors among the white orcs called the Thro’Skaldar, and they revere Wolfon, lord of the hunt.

Amenanyu, Green Orcs                         
   The goblinoid green orcs of the Sea of Amech are savage primitives, dwelling both above and beneath the surface of their remote islands, warring unceasingly upon man. They are degenerate throwbacks, but considered by some the closest to the progenitor god Baragnagor. Amenanyu are almost always barbarians when choosing a class. It is common in the this era for green orcs to seek out the worship of the dead god Belphegor, whom they seek to restore to life; their shamans are said to commune with the spirit of this dead immortal demon-turned-god.
   Amenanyu are so crocodilian in their facial features that they are sometimes mistaken for short lizardmen. Their lack of scales and excessive body hair usually gives away their true natures, however.
·         Green Orcs are natural experts at jungle camouflage and survival, and receive a +2 racial modifier to all Nature, Stealth and Perception rolls in a jungle environment.
·         Green Orcs are very disagreeable with other demi-humans, and receive a -2 Diplomacy skill modifier with all normal demihumans and humans (but not other orcs and monsters).


Art by Jang Keung Chul

All text copyright 2011 by Nicholas Torbin Bergquist, All Rights Reserved

Wednesday, October 12, 2011

Orcs of Lingusia



I thought I'd provide the most recent, updated edition of orcs in the world of Lingusia. This text presumes the orcs date to around the Ages of Lingusia era, which means nothing to anyone other than myself and a handful of other people, but for posterity puts the details in this writeup as relevant more or less to the year 1,950 aw. It is easily used with the later material in the Keepers of Lingusia campaign book, which is set around 2,476 aw. I have an entirely separate Pathfinder-based write-up for the orcs of Lingusia by the time of the Warlords Era (3,500 aw).

For a blog called "Realms of Chirak" I really need to put more....well...Chirak in here. Oh well! Lingusia it is for now.


Orcs of Lingusia (ca. 1,950 aw)
   The orcs are a strong but directionless force at this time. Vast hordes occupy the ever-expanding Mitra’s Forest and fight regularly with the people of Octzel and Hyrkania. Many orcish warriors set out to become mercenaries in the big world, or to make a name for themselves. Among cities of the Middle Kingdoms, only Blackholm allows orcs as regular citizens who intermix with the common human population, although there are orcish barrios in Malas and Hyrendan as well. The grey orcs have a strong enclave in the city of Ocentash as well, and maintain a strong alliance with the humans of the region.
   Orcs come in a variety of “flavors” or “colors” in Lingusia, with the tone of their skin and nature of their character defining their tribal and racial relations; being beasts of chaos, such distinctions are often difficult to distinguish by those outside of the community, and only orcs tend to be able to tell one another apart. Orcs from any given group can intermix with orcs of another group, and such relations can lead to fairly generic orcs of indeterminate nature. Over the centuries this has led to a slow blending of orcish breeds in to more common subtypes.
   Today, most orcs are known to belong to the clans of the blue orcs (blyskanyu), grey orcs (glythanyu), red orcs (thyzakkoni), white orcs (fell manorg) or green orcs (amenanyu). “Anyu” is the orcish word for their own kind, although its literal translation means the pieces, a reference to their mythical belief that the mad idiot god Baragnagor assembled their kin together from the parts of other beasts. The word orc itself is ancient elvish for the betrayers, though none no longer know why this appellation is used by the fey to refer to the orcs, not even the elves; the source of ancient enmity between the two races predates even the ancient memory of elves. Some old myths suggest orcs may once have been as long-lived or nearly immortal as the elves, but somehow lost this trait. None living today can say how or why this came to be.
Personality and Appearance: Orcs are universally bestial, with various beast-like features ranging from pronounced alligator or pig-like snouts, flaring nostrils, jagged teeth, beady black eyes, and smooth, leathery skin. The many different colorations of the orcish sub races reflect the tint or hue of skin, and while most orcs have some stubbly hair growth, only Fell Manorg have full fur coats. Most orcs average around 5 and a half feet to 6 feet in height, but Black Orcs stand at around 7 feet.
Half Orcs: Half orcs are an unfortunate byproduct of orcish raids against humans, and human and elvish women are often secured when they are short of their own females (indeed, there is usually one female orc for every four male orcs born). Because of this shortage, lesser orcs often take slaves of women from other demihuman groups and produce children from them. These children are usually regarded as orcs, albeit with more distinctly humanoid features, but if they look close enough to human or elf (by orc standards) they are usually cast out as being too pure of fair blood. These castoffs are what most people regard as half orcs.
Relations: Orcs are generally reviled in most lands, but are considered acceptable neighbors and citizens in some regions, and tolerated as good mercenary fighters in others (though not during the period of the Dark War, when orcs were almost universally under the banner of Xarion’s army of Chaos).
   The Ashtarth see orcs and goblinoids as useful fodder, while the orcs pride themselves on their mercenary talents. Octzellans see orcs as a threat in and find allies only in the more civilized grey orcs of the south. Fell Manorg orcs in the north are considered the mortal enemies of the Autrengardians. Amenanyu dwell in Amech, and war regularly with the humans of the region.
Religion: Orcs worship many gods and beings. All orcs revere Baragnagor as the creator god.  Baragnagor, the idiot beast god, was said to have tried to mimic the other creator gods by forming his own mortal creation, but all he could do was create formless lumps of inert clay. Instead, Baragnagor took the animals and beings of the world and mashed them together, creating the many chaoskin. Orcs claim to have the heads of aggressive crocodiles and swine, the bodies of powerful apes, and the cunning minds of wolves. This animal totemism is carried to an extreme by the Blyskanyu tribes, for which each clan takes on a specific animal as a spirit guide.
   The Gray Orcs are an exception to the rule of worship, as the self-proclaimed avatar Naradaon has been working to convert the glythanyu tribes to the worship of the benevolent agrarian god Seth. At this time, success has been mixed, but a handful of dedicated orcs have taken up the mantle of Seth and serve as priests and paladins to the god.
   Elsewhere, the Thyzakkoni red orcs are said to have forsaken other gods for Set, the deceiver, who granted them mastery of dark magic in exchange for eternal worship. It is known that the red orcs have many relations with the serpent men of Hazer’Phennis, and there are even rumors of half-orcs crossbreeds that are part orc and part serpent man.
Language: All orcs know their native tongue, and some know others. Orcs have fairly easy access to Deep Speech (the common tongue of the underworld), as well as other racial languages of the Underworld.
 Names: Orcs like names that exemplify their skill and prowess in battle, and terrify their enemies and rivals. The native form of their tongue sounds guttural, beastly, and is hard for humans to pronounce. They will often go for a translated name when among humans to ensure they know what the name means. The native and translated forms are both suggested below. Female orcs, rarely encountered outside of their highly patriarchal and misogynistic tribes, speak a different feminine dialect and prefer to name themselves after their own heritage, and things in nature. Finally, all orcs find their tribal name to be important, and attach it at the end of their title.
Tribal Names: Bloody Hands, Poison Claws, Chaos Spirits, Demon Wolves, Harrowers.
Translated Names: Killer of Halflings, Eater of the Dead, Wolf Runner, Elf Slayer, Smashingskulls, Spinning Spear, Rending Guts.
Gutteral Translation: Okai, Agrabud, Gazkath, Vyghoar, Raghach, Megroath, Gobban.
Female Names: Syba, Trythabin, Shemi, Vryllats, Meerkas, Chem.
Adventurers: There are some orcish professions which allow orcs to interact with men and not find themselves constantly in conflict. Orcish mercenary companies are an unpleasant but accepted norm in the Octzellan lands, and are greatly valued in Souther Hyrkania and Blackholm. Indeed, orcs are considered acceptable citizens in Blackholm, which also recruit from the chaos-kin for cheap shock troops. Orcs move freely amongst the societies of the Underworld, as well, and can always find a safe haven in their controlled territories, which include the Halale Wilderness and Mira’s Forest, the Silver Mountains, some tracks along the northern Iron Mountains, and large expanses in the north.


 
Orcish Characters
   Half-orcs and orcs can be played in 4E using the standard racial rules for both as given; apply the following modifiers by racial subtype if desired.

Glythanyu, Gray Orcs                             
   The surface dwelling gray orcs are the most acculturated with humanity, and are the likeliest source of half orc cross breeds brought about by voluntary relations (yes, amazingly). They are remarkably agreeable being as orcs go, with a culture dominated by a sense of pride and a belief that though they were, indeed born of an idiot god’s confusion that they can aspire to be much more. This racial pride has allowed for a fairly unusual conversion in recent years, as an orc named Naradaon claiming to be an avatar of the agrarian god Seth has set about to converting his people to a different faith, moving them away from the chaos cults. The results have varied, but many tribes in the region of Ocentash have now become friendly to humans and elves and are seeking to pursue the dictates of the pacifistic god Set. Ironically, the first orcish temple in the Hexerei Mountains is militant, staffed by a dedicated handful of orcish warriors who have become paladins in the name of Seth. Naradaor has not scolded them for such antics, seeing instead that it is necessary for the warlike nature of the orcs to find an expression, and doing through so through the adoption of an honor-based military caste form may be the logical means of helping the orcs cast off the yoke of chaos.
   Gray orcs are distinguished by their more humanoid looking features, with the shortest snouts of their kind amongst the men. Female gray orcs rarely have distinct snouts at all, but pronounced tusk-like incisors instead. They have dusky gray skin and patchy hair, usually gray or white. 

Blyskanyu, Blue Orcs                              
   The barbarian tribes of the blue orcs are strongest within Mitra’s Woods, and they have a long, sordid history as rising to the occasion for any chaotic armies that need assembly in the name of evil. Blue orcs are the most tribal and violent of all the orcish tribes, though a few noted individuals in history have outgrown their violent heritage. Blue orcs are mostly barbarians, although they have many shamanic clerics dedicated to various demon gods and Baragnagor especially. There is a surge of worship amongst the tribes of the Cults of the Kraken, the ancient prehistoric order of primal gods that are said to still slumber beneath the earth. Indeed, the ruins of Old Chegga harbor a direct entrance to once of the subterranean prisons of these terrible beings. The orcs do not know what the Kraken is, merely that it is ancient and powerful, and grants their shamans profound power through its terrible dreams.
   Blue orcs are the most bestial in appearance of their kind, often with great guts and massive crocodilian  craws hanging beneath their long pig-like chins. Their women are just as notoriously disgusting, although occasional tales abound of valorous gray orcs “liberating” female blue orcs who are actuall comely (by gray orc standards) from their blue orc clansmen who deserve, according to the gray orcs, only the most porcine and protuberant female kin in their bed skins.
·         Blue orcs receive a +2 racial modifier to Nature skill checks related to or in their native lands of Mitra’s Forest and the greater Halale Wilderness.

Thyzakkoni, Red Orcs                             
   The Red orcs are a distant off-shoot of orcs that are dedicated to Set, the god of evil, and they are the most magically gifted of their kind. The Red orcs have the smallest overall population, being conservative in their breeding efforts, though ironically they are the only orcs who have a proper balance of males to females, as well. These orcs are spread among many tribes, and seek power in the control of their lesser kin, rather than the consolidation of their tribes in to concentrated power groups. Some believe their magical talents have a side effect of making it difficult for red orcs to produce offspring, but others more rightly suspect that the dilution of the blood with their lesser kin is the real result of so few of their kind.
   Red orcs are the least bestial of their kind, with more ape-like faces and bodies than other orcs. They are exceptionally gifted with magic, and few of their kind are unable to perform at least a few simple spells.
·         Red Orcs are treated somewhat differently than normal orcs, and have normal average intelligence.
·         They get a +2 racial modifier to the bluff and intimidation skills.
·         Red orcs are commonly gifted with arcane or divine talent. Regardless of starting class, a red orc character must choose wizard, sorcerer, cleric or some other spell-casting class as his favored class. A red orc may choose a martial class to start, but must then use a feat to multiclass in to an arcane or divine class.

Gul’Hlath, Black Orcs                              
   Amongst the many species of orcs are occasionally born anomalous greater orcs, the Gul’Hlath, called black orcs for their blackish tar-colored skin. These are chaos infused beasts, great in strength, and they are coveted for a military prowess that seems inherent.
   Black orcs are born of other orcish stock, and when this happens, they are almost always seen as a gift from Baragnagor. Only a few orcish chieftains will kill such babies outright, usually in fear, and only if they can get away with it. Usually, the child is immediately taken from the parents and put in to a warrior’s fraternity, such as the Bloody Hands or the Screaming Skulls, and they become powerful warriors in short order, destined to rule the tribe as a warlord in the future.
·         +2 natural armor bonus
·         +2 racial modifier to intimdation and diplomacy
·         Black orcs gain one bonus at-will power in the same manner as humans.


Fell Manorgs, White Orcs                     
   The northern orcs are a plague amongst the Autrengardian northern kingdoms, and are much like the Blyskanyu except for their more primitive tribal societies. Fell Manorgs are best described as being somewhat yeti-like, hairy white-furred beast men with beady black eyes and white-gray leathery skin underneath. They molt in the Summer and travelers in the north look for signs of their shed fur as a warning. Fell manorg are in all respects like normal orcs otherwise.
·         Fell Manorg receive a +2 racial bonus to stealth checks in a snowy environment.
·         Fell Manorg are an isolated and xenophobic lot, and receive a -2 modifier to all diplomacy skill checks when dealing with other demi-humans.
·         Fell Manorg may never start with another language other than orcish, goblin, minotaur, giantish or draconic.
·         All Fell Manorg start off illiterate (which precludes them from starting at 1st level as a wizard), and must acquire the Linguist feat to buy this off with one language slot per language they desire to read and write.
·         Fell Manorg warriors usually belong to a hunter’s society dedicated to specific prey. The most famous such society are called the Thro’Skaldar, and they revere Wolfon, lord of the hunt. Members of this order tend to be rangers, wardens and avengers, who specifically seek to hunt and slay humans. Needless to say this makes for a better NPC class option, unless your entire adventuring group is full of nonhumans!
·         Fell manorg hate Hettanari, Zuedians and Autrengardians (the northern kingdoms of men) with a passion.

Amenanyu, Green Orcs                         
   The goblinoid green orcs of Amech are savage primitives, dwelling both above and beneath the surface of their remote jungle enclaves, warring unceasingly upon man. They are degenerate throwbacks, but considered by some the closest to the progenitor god Baragnagor. Amenanyu are almost always barbarians and shamans when choosing a class.
   Amenanyu are so crocodilian in their facial features that they are sometimes mistaken for short lizardmen. Their lack of scales and excessive body hair usually gives away their true natures, however.
·         Green Orcs are natural experts at jungle camouflage and survival, and receive a +2 racial modifier to all Nature, Stealth and Perception rolls in a jungle environment.
·         Green Orcs are very disagreeable with other demi-humans, and receive a -2 Diplomacy skill modifier with all normal demihumans and humans (but not other orcs and monsters).



Text of "Orcs of Lingusia" copyright 2011 by Nicholas Bergquist, all rights reserved